I was afraid you might suggest baking. It's slow and has a lot of land mines. I was initially hoping blender would have the computed textures conveniently stored somewhere. Thanks a lot for your time.
On Wed, Oct 22, 2014 at 7:29 PM, Tom Edwards <[email protected]> wrote: > Look into baking. There are various options including "full bake", which > should give you a texture with all lighting, shaders, etc. applied. I've > not actually tried using that system myself though. > > > On 21/10/2014 9:28 PM, Khalifa Lame wrote: > > Thanks. > > One other thing, please. I need to access the final results of the > texture stack. For example, a texture for the model's color (the result of > blending all the textures that influence color), another for normals, > another for specular, etc. > > bpy.types.Texture.evaluate() sounds like it could be useful but it > doesn't take any arguments that could specify which channel to return eg. > color, normal, alpha or spec > > On Tue, Oct 21, 2014 at 8:25 PM, Tom Edwards <[email protected]> > wrote: > >> You want Object.to_mesh(). It returns a mesh datablock with all >> modifiers etc. applied and works on all object types except empties. >> >> >> On 21/10/2014 7:52 PM, Khalifa Lame wrote: >> >> Exporting the mesh might not be an option in my situation. I'd like my >> renderer to be able to draw on the viewport in real time. Exporting and >> then reading back the data would be too slow for this. >> The renderer is being designed to make use of the bgl module, so all of >> its work is done within the blender application. >> >> I can't find any good example that seems to fit my approach. cycles >> doesn't depend on the python API; luxrender and co use exporters, since >> they don't have any real time features. >> >> On Tue, Oct 21, 2014 at 7:41 PM, Jeremy Bayley <[email protected]> >> wrote: >> >>> If you are trying to get you assets without exporting it might not be >>> possible to do in a simple way. For example if you have modifiers on an >>> object and you try to link that object to another project the modifiers are >>> ignored. So if you don't use export you will probably have the same issue >>> trying to send data to an external render without doing system level coding. >>> >>> On Tue, Oct 21, 2014 at 10:38 AM, Khalifa Lame <[email protected]> >>> wrote: >>> >>>> How does one retrieve the final (with all modifiers applied) >>>> vertex/face information from objects in a blender scene? I wish feed the >>>> info into an external renderer. >>>> >>>> It would also be nice if it worked with curves/nurbs/meta and so on. >>>> >>>> -- >>>> khalibloo® >>>> >>>> >>>> _______________________________________________ >>>> Bf-python mailing list >>>> [email protected] >>>> http://lists.blender.org/mailman/listinfo/bf-python >>>> >>>> >>> >>> _______________________________________________ >>> Bf-python mailing list >>> [email protected] >>> http://lists.blender.org/mailman/listinfo/bf-python >>> >>> >> >> >> -- >> khalibloo® >> >> >> >> _______________________________________________ >> Bf-python mailing >> [email protected]http://lists.blender.org/mailman/listinfo/bf-python >> >> >> >> _______________________________________________ >> Bf-python mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-python >> >> > > > -- > khalibloo® > > > > _______________________________________________ > Bf-python mailing > [email protected]http://lists.blender.org/mailman/listinfo/bf-python > > > > _______________________________________________ > Bf-python mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-python > > -- khalibloo®
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